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Journal of Interactive Marketing 44 (2018) 43 – 59
www.elsevier.com/locate/intmar

Touchable Apps: Exploring the Usage of Touch Features and


Their Impact on Engagement
Savannah Wei Shi ⁎& Kirthi Kalyanam
Leavey School of Business, Santa Clara University, 500 El Camino Real, Santa Clara, CA 95053, United States of America

Available online 30 August 2018

Abstract

Touch has become an inseparable element of mobile platforms. This study examines the use of different touch features and the impact of these
touch gestures on consumer engagement with a mobile shopping app. We focus on three informational touch features that are common among
shopping apps: touch to zoom in on a page (zoom-page), to view product details (product-view), and to be directed to outside links (open-
webpage). We develop a two-level model that captures (1) consumers' decisions to stay with or leave an app and (2) their use of touch features. Our
main results empirically demonstrate the strong explanatory power of informational touch gestures, especially their dwell time, in consumer app
browsing decisions, whereas navigational touch gestures do not significantly affect app stay likelihood. A longer dwell time and early use of zoom-
page within a session encourage the stay. Moreover, we observe strong synergy and antergy (negative synergy) among these touch gestures. The
cumulative dwell time and temporal progression of touch gestures affect subsequent touch feature usage. Managerially, our results suggest that an
early intervention that encourages the use of zoom-page increases app stay likelihood, and marketers may apply our model to quantify the impact
of such interventions on consumer browsing decisions at the individual level. The results also shed light on how marketers can infer the stage of the
shopping process based on touch gestures (segmentation) and guide consumers through the purchase funnel by promoting the use of zoom-page
and product-view. Lastly, the findings provide insights into how marketers can promote the use of open-webpage, which has the lowest baseline
usage rate yet is crucial for transactions, based on the synergy among touch gestures and through improving the non-native browsing experience.
© 2018

Keywords: Mobile commerce; Touch features; Touch-stream data; App engagement; Non-native experience

Introduction using a mouse, mimicking how consumers intuitively inspect


products in an offline environment. A variety of touch features
Mobile commerce has gained significant momentum in can be performed, including pinch, spread, (double) tap, and
recent years. Forrester Research (2014) predicted that U.S. rotate (Villamor, Willis, and Wroblewski 2010). These touch
mobile commerce would top $293 billion by 2018 (54% of total features can be broadly categorized into two types: navigational
U.S. e-commerce sales), up from $42 billion in 2013. The most touch, such as scroll and swipe, which does not reveal additional
apparent difference between mobile devices and other shopping information that is not presented by default; the other is
channels is that navigation and information-gathering are touch informational touch, such as zoom in or open an embedded
gesture-based: consumers must physically touch their devices to link, which retrieves additional, detailed information that is not
go through pages within an app, examine specific products, or presented by default on the current page. In this paper, we
complete transactions. Touch gesture-based inputs enable focused on the use of informational touch.
consumers to use their fingers to “touch” products without Informational touch data produce a detailed observational
record of how consumers access incremental information on a
page, enabling researchers and practitioners to explore consumer
⁎ Corresponding author.
browsing decisions at a more granular level. With limited real
E-mail addresses: wshi@scu.edu (S.W. Shi), kkalyanam@scu.edu
(K. Kalyanam).
estate on mobile platforms, the product information presented by

https://doi.org/10.1016/j.intmar.2018.06.001
1094-9968/© 2018
44 S.W. Shi, K. Kalyanam / Journal of Interactive Marketing 44 (2018) 43–59

default in apps is often in an abbreviated form (e.g., a basic image likelihood. Thus, it is crucial for marketers to closely monitor
of the product with a brief description) compared to that on PCs. If informational touch gestures when assessing consumer brows-
interested, a consumer must apply informational touch gestures to ing decisions. Second, our results show that an early
review detailed information, either to enlarge the presentation intervention that encourages the use of zoom-page features
(e.g., zoom in on a page) or to be directed to an inner layer of improves app stay likelihood; thus, marketers can apply our
information that is not presented by default (e.g., open an framework to quantify the impact of such interventions and the
embedded link). While the exact informational touch features timing thereof on consumer browsing decisions at the
might vary by app, their functionality is consistent—consumers individual level. Third, we observe strong synergy and antergy
must take an active action (touch) to access additional (negative synergy) among these touch gestures, as the
information. For example, consumers can scroll through headlines cumulative dwell time of touch gestures and their temporal
on the Wall Street Journal app with navigational touch, yet to read progression affect subsequent touch use. These results shed
an article, they need to use informational touch (to expand the light on how marketers can infer the stage of the shopping
headline); consumers of the popular WhatsApp can browse the process based on touch gestures (segmentation) and guide
chat feed using navigational touch but to dive into a particular consumers through the purchase funnel by promoting the use of
post, informational touch is needed. In contrast, it is challenging to certain features (such as zoom-page and product-view). Lastly,
disambiguate from traditional clickstream data whether a we discuss how marketers can promote the open-webpage,
consumer is reading detailed product information or merely which has the lowest baseline usage rate yet is vital for
skimming through the abbreviated information (such as an image) transactions, based on the synergy among touch gestures and
on a page, because more detailed product information is presented through improving the non-native browsing experience.
by default given the abundant webpage real estate on a PC. The paper proceeds as follows. First, we provide background
Informational touch data record a greater level of granularity in the on the informational touch features of mobile apps and summarize
information retrieval process and are therefore of great interest to the relevant literature. Second, we describe the touch-stream data
both marketing researchers and practitioners. and present some preliminary evidence. We then describe our
The investigation of touch features on mobile devices is a model and present the results. Lastly, we discuss the managerial
nascent field. The extant research has focused on the adoption implications and future research directions.
of mobile devices, the formulation of mobile marketing
strategies, and the investigation of consumer attitudes in the Background and Relevant Literature
mobile context (e.g., Koenigstorfer and Groeppel-Klein 2012;
Leppäniemi and Karjaluoto 2008; Shankar and The Use Patterns of Informational Touch Features
Balasubramanian 2008; Shankar et al. 2010; Tokárová and
Weideman 2013). However, not much attention has been given This paper focuses on three informational touch features that
to touch gestures and their use on mobile platforms. are ubiquitous in mobile apps, namely, zoom-page, product-
Our research fills this gap by exploring the use of different view, and open-webpage (illustrated in Appendix 1).
informational touch features and the impact of various touch The use of these touch features can be driven by the different
gestures on consumer engagement in a mobile shopping app. search goals and the purchase intent they reflect. Zoom-page is
We focus on three informational touch features that are popular recorded when consumers expand their fingers to zoom in on a
among many shopping apps, namely, touch to zoom in on a page, indicating a transition from an overview of product
page, to view product details, and to be directed to outside offerings to certain item(s) on the page. Since not much
links. We develop a two-level model to capture (1) consumers' information can be presented on a catalog page given the size
decisions to stay with or leave an app and (2) their use of limit on mobile devices; this touch feature is used to present an
informational touch features. Our unique observational dataset image in greater detail (such as the texture of a cloth) or to
recorded the consumer use of touch features and their browsing enlarge the font for price and brand information. Consumers
behavior in a natural mobile shopping environment, which who use this touch feature are more likely to be in the “initial
alleviates typical concerns regarding self-reported measures or interest” stage, where they are exploring products on a page but
left truncation bias and allows us to examine consumer usage not ready to expend the extra effort to retrieve additional details
behaviors with minimum intrusion. beyond the current page. Thus, the adoption of zoom-page is
This research extends the effect of touch from the offline likely to happen earlier in a session.
environment to mobile platforms and deepens our understand- The product-view and open-webpage features, however,
ing of the ways in which consumer shopping behavior is reflect a more focused search for the inner-layer information, and
influenced by interactive technology. Managerially, touch- are likely to happen later in a session. With product-view,
stream data allow marketers to obtain a more refined view of consumers touch a product to view the additional product
browsing decisions by revealing consumer intent to retrieve information, such as reviews, size, and material, that is not
additional information that is not presented by default. First, presented by default, through for example, a pop-up window.
our main results empirically demonstrate the strong explanatory With open-webpage, consumers click on an embedded link (in
power of informational touch gestures, especially their dwell our case, “Buy on Retailer's Website”) and are redirected to the
time, in consumer app browsing decisions, whereas naviga- retailer's product webpage (typically, the full [non-mobile] site),
tional touch gestures do not significantly affect app stay either within the app or in a new window outside the app, for
S.W. Shi, K. Kalyanam / Journal of Interactive Marketing 44 (2018) 43–59 45

more details or to complete their transactions. This feature is Doorn et al. 2010, p. 254); stay/exit decisions, time spent, and
often provided for a variety of reasons, including development actions taken, can all be viewed as measurements of
cost considerations and agreements between app developers and engagement. In this study, we focus on app stay/exit decision
retailers.1 Consumers who use these two touch features are more as the dependent variable that reflects engagement.
likely to be in a serious browsing mood or at a later stage of the Consumers touch to encode an object's material properties,
purchase funnel, because they are willing to expend extra such as information about its texture, hardness, and temperature
cognitive effort to retrieve and evaluate additional information. (Klatzky and Lederman 1992). In an offline environment,
Serving a similar purpose, these two touch features might create researchers have shown that physical touch tends to increase
synergy in the information search. Yet with different browsing consumer response, achieve greater persuasion, and create a
goals and purchase intent, the use of zoom-page is likely to sense of ownership, even without providing useful product-
create antergy with that of product-view and open-webpage. related information (e.g., Peck and Childers 2003a, b; Peck and
Therefore, we expect the use of product-view and open-webpage Shu 2009). The positive impact of touch is typically attributed
to reinforce each other, but that the use of these two touch to the increased level of physical tangibility, mental tangibility,
gestures is negatively correlated with the use of zoom-page. and specificity tangibility (Coyle and Thorson 2001; Verhagen
Moreover, the baseline usage rate (or intrinsic preference) of et al. 2013). The tactile stimulation generated by this direct
these touch features may differ, depending on whether they experience with a product can affect product evaluation and
generate a non-native browsing experience. In the mobile increase perceived ownership (e.g., Peck and Shu 2009; Smith
context, when consumers consume the content provided by the and Swinyard 1983).
focal app or make transactions within the app, it is considered Products become less tangible when sold online because
as a “native” browsing experience. In contrast, a “non-native” physical contact between the fingers and the products is eliminated,
experience is defined as when the browsing or purchasing as is haptic feedback (e.g., Laroche, Bergeron, and Goutaland
activities are conducted via an embedded, external webpage 2001). However, we propose that on the mobile platform, touch
link within the app (e.g., through a touch gesture, consumers gestures can still benefit app engagement by enhancing the
open the embedded link to an external blog page or YouTube perceived level of product tangibility. Mobile shopping apps
video, which are not native information of the target app), or often enable versatile touch gestures to provide rich and interactive
are directed out of the current app to another window (e.g., experiences with product presentations; the elimination of the
through a touch gesture, consumers are directed to the Internet intermediary mouse mimics product examination in an offline
browser to open product websites, to an app marketplace, or to environment. Indeed, touch on tablets generates an endowment
another app). Current mobile platforms do not support multi- effect in lab experiments (Brasel and Gips 2014). Furthermore, an
window operation and switching among different windows can increased level of user satisfaction in gaming (Ullrich 2005) was
be cumbersome (e.g., Lawrence, Pernici, and Krogstie 2004); observed when additional tactile feedback was introduced.
furthermore, connecting to embedded links requires a signifi- However, interacting with multi-touch apps on mobile
cantly longer loading time (e.g., the webpage must download devices requires greater scale of movement. From an ergo-
about 0.5 MB of extra resources, such as cascading style nomic perspective, touch on mobile devices could be effortful
sheets, JavaScript, and images), which can be detrimental to and costly. Kolb, Rudner, and Reichert (2012) suggested that
user experience (e.g., DoubleClick 2016; Galletta et al. 2004). frequent movement of the whole arm and constantly holding
Thus, consumers might incur additional cognitive or time costs the arm in the air when interacting with mobile devices can
when connecting to an embedded webpage link. However, create fatigue. Heo and Lee (2011) proposed that the backward/
touch gestures inducing native experiences, such as zoom-page forward motions and thumbing through pages often leads to
and product-view, create less friction and interruptions in the more tiredness. From cognitive-effort perspective, product-
browsing experience. All else being equal, the usage likelihood view and open-webpage involve searching and evaluating extra
of zoom-page and product-view should be higher than that of product details (even more so for open-webpage), which are
open-webpage. Hence, we expect the baseline usage rate more cognitively costly, whereas zoom-page only enlarges the
(usage frequency) of touch gestures associated with a non- information presented on the current page, which is less
native experience to be lower than that of touch gestures cognitively demanding. In this paper, we assess the impact of
associated with a native experience. the dwell time of these touch gestures in addition to their
frequency of use, given that the amount of time spent on stimuli
The Impact of Touch Gestures on App Engagement has been positively correlated with cognitive processing load
(He and McCarley 2010; Peterson and Wong 2008;
The use of touch features can also affect consumers' app Underwood, Jebbett, and Roberts 2004).
engagement level. Engagement is defined as “customer's In sum, touch gestures have the potential for both positive
behavioral manifestations that have a brand or firm focus, and negative impacts on mobile app stay/exit decisions. We
beyond purchase, resulting from motivational drivers” (Van therefore expect that these informational touch features to be
predictive of app engagement; and the touch features that
reveal additional, inner-layer information would exhibit a
1
Inserting transactional functions may incur an extra fee; for instance, Stripe, stronger negative effect on app engagement than those touch
a mobile payment option, charges 2.9% and 30 cents per transaction. features that do not.
46 S.W. Shi, K. Kalyanam / Journal of Interactive Marketing 44 (2018) 43–59

Table 1 Percentage of Sessions Observing the First-time Usage in Each Quarter


Summary statistics of the variables. 50%

Variables Mean SD
40%
Num. sessions per user 7.81 13.27
Num. navigational swipe per session 83.32 163.55 30%

Perc.
Num. informational swipe per session 3.25 13.08
Num. zoom-page per session 2.10 6.09
20%
Num. product-view per session 1.12 10.94
Num. open-webpage per session 0.04 0.34
10%
Dwell time for navigational touches (in s) 5.59 25.17 1 2 3 4
Quarter
Dwell time of zoom-page (in s) 9.64 15.66
Zoom-Page Prod-View Open-Webpage
Dwell time of product-view (in s) 11.64 18.81
Perc. Sessions Observing the First-time usage in Each Quarter
Dwell time of open-webpage (in s) 9.47 17.01
Quarter Zoom-Page Prod-View Open-Webpage
1 45.99% 37.86% 21.38%
2 26.86% 20.82% 26.04%
Data and Preliminary Evidence 3 16.68% 24.25% 28.62%
4 10.47% 17.07% 23.96%

Our observational data were collected unobtrusively from a Frequency of Usage in Each Quarter Weighted by Total Feature Usage
free mobile shopping app, which aggregates catalogs from 30%
multiple leading retailers, since its initial launch. Consumers 28%
touch their tablets to examine catalogs and products, and when
26%
ready to make a purchase, they use touch to be connected to a
24%
retailers' embedded webpage link within the app to finish
Perc.
transaction. We randomly sampled 4,284 consumers, and 22%

65,107 shopping sessions, for our analyses. Table 1 presents 20%


some descriptive statistics. On average, the consumers visited 18%
the target app 7.81 times (SD = 13.27); at each session, they 1 2
Quarter
3 4

took 83.32 (SD = 163.55) navigational swipes and 3.25 (SD  Zoom-Page Prod-View Open-Webpage
= 13.08) informational swipes. Despite considerable variation Usage Freq. in Each Quarter Weighted by Total Usage Freq
Quarter Zoom-Page Prod-View Open-Webpage
across sessions, the use frequency of the zoom-page was the 1 23.78% 23.31% 19.76%
highest (2.10, SD = 6.09), followed by product-view (1.12, 2 27.64% 25.78% 26.03%
3 26.00% 26.66% 29.71%
SD = 10.94). The use of open-webpage had the lowest value 4 22.58% 24.25% 24.50%
among the three (0.04, SD = 0.34). The duration of informa-
tional touch features varied as well: the consumers dwelled Fig. 1. Temporal progression of informational touch features. 1.1. Percentage of
about 9.64 s (SD = 15.66) after zooming in on a page and sessions observing the first-time usage in each quarter. 1.2. Frequency of usage
9.47 s (SD = 17.01) after opening a webpage link; however, in each quarter weighted by total feature usage.
they tended to spend more time after performing product-views
(11.64, SD = 18.81). sessions that saw the first-time usage peaked in the 3rd quarter
Next, we explore when consumers would start using these (28.62%), which is over 30%increase from its lowest value in
informational touch features in a session. To examine the the 1st quarter. The percentage of sessions that saw the first-
average progress of touch gestures across all consumers, we time use of product-view did not exhibit a clear trend across the
divide total browsing duration of each consumer into four four quarters, with the highest value observed in the 1st quarter
quarters and examine when consumers started using certain (37.86%), followed by the 3rd (24.25%), 2nd (20.82%), and 4th
touch feature.2 Fig. 1.1 presents the percentages of sessions quarters (17.07%). In general, it took an average of 200.50 s
with the first-time use of three touch features in each quarter; (SD = 268.40) for a consumer to adopt zoom-page, whereas
for zoom-page, 45.99% sessions saw first-time use in the 1st the average for product-view was 314.90 s (SD = 426.90).
quarter, and the values decreases monotonically from the 1st to Consumers tended to use open-webpage much later in a
the 4th quarters (45.99%, 26.86%, 16.68%, and 10.47%, session: it took them over seven minutes to perform this touch
respectively). This pattern shows that consumers were more gesture (431.5 s, SD = 516.41).
likely to start using zoom-page earlier rather than later in a We next explore how the use frequency share of these touch
session. In contrast, consumers were more likely to start using features progressed over time in each session. To make the
open-webpage later in a browsing session, as the percentage of values comparable, we divide the use frequency of each touch
feature in each quarter for a given consumer by the total use
frequency of that touch feature during the session for that
2
We expect that a user will go through several stages (e.g., initial exploration, consumer. As shown in Fig. 1.2, the use of zoom-page was the
more focused search) during a browsing session, regardless of session length. most frequent in the 2nd quarter (27.64%) and the least frequent
Using the quarterly-division (as a relative measure) takes into account the
heterogeneity of individual browsing duration both across and within users. in the 4th quarter (22.58%). Yet, the use of product-view and
Using the absolute value of the time may not capture the progress of the open-webpage was the most frequent in the 3rd quarter
browsing while account for customer heterogeneity in session length. (26.66% and 29.71%, respectively) and the least frequent
S.W. Shi, K. Kalyanam / Journal of Interactive Marketing 44 (2018) 43–59 47

during the 1st quarter (23.31% and 19.76% for product-view visit influences the decision to stay or exit. The variables include
and open-webpage, respectively). The above analyses regard- cumulative time spent (CumuTimeSession, log-transformed) and
ing the temporal progression of touch features provide support the cumulative number of navigational touch (swipe) gestures
to our conjecture that zoom-page represents initial interest and (CumuSwipeSession, log-transformed) until time t − 1. To explore
is often used earlier in a session; while product-view and open- the effects of the temporal progression of three informational touch
webpage indicate more focused, goal-directed searches and are features on app engagement, we include the cumulative number of
often applied later in a session. different (unique) informational touch gestures (CumuType
To motivate our model and shed further insights into its TouchSession, log-transformed) until time t − 1, the cumulative
findings, we conducted a brief survey regarding the use of these dwell time (log-transformed) when performing zoom-page
three touch features. The details of this survey and its results are (CumuZPTimeSession), product-view (CumuPVTimeSession),
presented in Appendix 2. The participant responses led us to and open-webpage (CumuOWTimeSession) until time t − 1.
believe that these touch features are learned quickly, and that Several dummy variables are included to describe the
their use is mainly driven by the usage experience with the quarter during which we observe the first-time use of these
target app. Next, we discuss the model formulation. informational touch gestures. Specifically, we first calculate the
median value of browsing duration of all prior sessions
Model (sessions 1 to s − 1) for a consumer and then identify the
time points t1, t2, and t3 for the quarter division. Then, based
We formulate consumer browsing decisions and their use of on these time points, we divide session s into four quarters and
touch features in a two-step process with the nested logit model then code for whether the first-time use of a touch feature
(Train 2009). First, the consumers decide whether to stay or occurs in the 1st, 2nd, 3rd, or 4th quarters. The dummy
exit the app. This is a level-one binary decision (the branch variables include 1stQuarterObserveFirstZC (whether zoom-page
level in the nested logit model). Second, if they decide to stay is first used during the 1st quarter), 2ndQuarterObserveFirstZC
with the app, they either proceed to a new page or look for (whether zoom-page is first used during the 2nd quarter),
additional, detailed information on the current page using the 3rdQuarterObserveFirstZC (whether zoom-page is first used
three informational touch features (i.e., zoom-page, product- during the 3rd quarter), 1stQuarterObserveFirstPV (product-
view, and open-webpage). This is a level-two multinomial view), 2ndQuarterObserveFirstPV, 3rdQuarterObserveFirstPV,
decision (the twig level in the nested logit model). The 1stQuarterObserveFirstOW (open-webpage), 2ndQuarter
inclusive value of the alternatives in level two (the twig level) ObserveFirstOW, and 3rdQuarterObserveFirstOW (the
entered the utility in level one (the branch level). This setup 4th quarter is used as baseline). To summarize, for consumer
allows us to examine the impact of informational touch features i at time t in a session, the within-session experience variables are:
on app engagement, as well as the drivers behind the use of
different touch features, through a marginal benefit perspective.
WithinSessionExperienceit ¼
Level 1: App Stay Vs. Exit Decisions fCumuDuraSessionit ; CumuSwipeSessionit ;
CumuTypeTouchSessionit ; CumuZPTimeSessionit ;
Let Iit represents app stay/exit dummy, with Iit = 1 CumuPVTimeSessionit ; CumuOWTimeSessionit ;
indicating continued visit, and 0 indicating an exit from the 1stQuarterObserveFirstZC is ; 2ndQuarterObserveFirstZC is ;
app. We propose that the utility of staying with the app for 3rdQuarterObserveFirstZC is ; 1stQuarterObserveFirstPV is ;
consumer i at time t, U1it, would be influenced by within- 2ndQuarterObserveFirstPV is ; 3rdQuarterObserveFirstZC is ;
session experience, across-session experience, control vari- 1stQuarterObserveFirstOW is ; 2ndQuarterObserveFirstOW is ;
ables, and the inclusive value from the alternatives in level-two 3rdQuarterObserveFirstOW is g ð3Þ
choices. The equation for the utility of staying with the app is:

U1it ¼ V 1it þ ε1it For the across-session experience, we gauge the impact of
¼ θi  X it þ ε1it consumers' total experience levels with the target app on their
X it : fWithinSessionExperienceit ; AcrossSessionExperienceis ; browsing decisions. The variables include the cumulative time
ControlVaris ; InclusiveValueg ð1Þ spent with the current app (CumuDuraApp, log-transformed),
the cumulative number of navigational touch (swipe) gestures
Parameters θ.i are allowed to vary across individuals to (CumuSwipeApp, log-transformed), and the cumulative number
capture heterogeneity. of informational touch gestures (CumuTouchApp, log-trans-
The probability of staying with the app is: formed) with the current app until session s − 1. Note that
these variables will influence the baseline of the app browsing
expðV 1it Þ decisions. To summarize, for consumer i at session s, the
P1ðI it ¼ 1Þ ¼ ð2Þ
1 þ expðV 1it Þ

For within-session experience, we examine how a change in


consumers' moment-to-moment experience levels during an app
48 S.W. Shi, K. Kalyanam / Journal of Interactive Marketing 44 (2018) 43–59

across-session experience variables are. The inclusive value based on level-two choices, to be
inserted in the level-one model, can be written as:
AcrossSessionExperienceis Inclusive Valueit = (ln(∑j ∈ {1, 2, 3} exp (V2ijt/λ) + 1)).
¼ fCumuDuraAppis ; CumuSwipeAppis ; CumuTouchAppis g Within-session experience will prompt consumers to use
ð4Þ different touch features. The set of variables in Within-session
experience for the level-two choice are described in Eq. (3).
We also control for minor and major app upgrades Across-session experience could alter the baseline usage rate of
performed since the last session, holidays (equals 1 if the these touch features. We resort to the same set of variables
session was during the week of U.S. Thanksgiving or described in Eq. (4).
Christmas, and 0 otherwise), and weekends (equals 1 if the At the page-level, the use of one informational touch feature
session was during a weekend; and 0 otherwise, given that the may influence the use of the others: after performing a touch
use of a tablet, a more personal device, often peaks over the gesture on a (catalog) page, a consumer may or may not want to
weekend (Salesforce 2014). To summarize, for consumer i at retrieve more detailed, inner-layer information on the same
session s, the control variables are: page. Thus, we use the cumulative dwell time (log-trans-
formed) of zoom-page (CumuZPTimePage), page-view
ControlVaris (CumuPVTimePage), and open-webpage (CumuOWTimePage)
¼ fMinorUpgradeis ; MajorUpgradeis ; Weekend is ; Holidayis g on the current page to capture the information retrieval and
ð5Þ processing behavior on a page. To summarize, for consumer i at
time t in a session, PageLevelDynamicsit are:

Level 2: Touch Gesture and New Page Decisions PageLevelDynamicsit


¼ fCumuZPTimePageit ; CumuPVTimePageit ; CumuOWTimePageit g
Conditional on staying with the app (level 1, Iit = 1), ð9Þ
consumers decide whether to proceed to the next page or look
for additional information on the current page using zoom-page, Similarly, we control for minor or major app upgrades that
product-view, or open-webpage. Assuming that moving to a new have happened since the last session, weekend, or holiday
page is the baseline, we propose that the utility of zoom-page, (variables described in Eq. (5)).
product-view, and open-webpage are affected by the within- The joint distribution of a consumer's two-level browsing
session experience, across-session experience, page-level dynam- behavior can be written as:
ics, and control variables. Because there are no choice-varying 
variables, we apply a standard multinomial logit choice model in PrðT it ; I it Þ ¼ P2 T ijt jI it ¼ 1  P1ðI it Þ
ð10Þ
which the parameters vary across choice (Powers and Xie 2008, p. ¼ P1ðI it ¼ 0ÞI it ¼0  f½P2ðT it jI it ¼ 1Þ  P1ðI it ¼ 1ÞgI it ¼1
246; Train 2009). The utility of choosing touch option j, U2ijt, (j 
= 1, zoom-page; j = 2: product-view; j = 3: open-webpage; We test our model against two benchmark models. One is a
with a new page as baseline) for consumer i at time t is: browsing model without any informational touch predictors. The
variables entering the utility function will be CumuDuraSessionit,
U2ijt ¼ V 2ijt þ ε2ijt CumuSwipeSessionit, CumuDuraAppis, CumuSwipeAppis,
¼ β i; j  Z it þ ε2ijt MinorUpgradeis, MajorUpgradeis, Weekendis, and Holidayis. The
ð6Þ
Z it : fWithinSessionExperienceit ;AcrossSessionExperienceis ; other is a model that used the frequency of informational
PageLevelDynamicsit ; ControlVaris g touch gestures instead of dwell time of informational touch
gestures. Specifically, we replace the CumuZPTimeSession,
Parameters β⋅,i,j vary across options and individuals. The
CumuPVTimeSession, CumuOWTimeSession, ZPDwellTimePage,
choice probability of observed touch gesture Tit = j (j = 1,
PVDwellTimePage, and OWDwellTimePage with the frequency
zoom-page; j = 2: product-view; j = 3: open-webpage) is:
counts of these touch gestures.

 exp V 2ijt =λ
P2 T it ¼ j I ðstayÞit ¼ 1 ¼  ð7Þ Model Results
1 þ ∑ j∈f1;2;3g exp V 2ijt =λ

with λ (log-sum coefficient) indicating the degree of indepen- The model was implemented using the Metropolis–Hastings
dence among the unobserved portions of utility for alternatives Bayesian approach with weakly informative priors for all
(three touch gestures) in the “nest” (Train 2009). model parameters. We used 50,000 draws and discarded the
The choice probability of observing new page viewing (Tit  first 5,000 draws to burn-in. Convergence was checked with
= 4) is: standard methods and was achieved well before the end of the
burn-in.
 1 The log-likelihood, AIC and BIC values, show that our main
P2 T it −4 I ðstayÞit ¼ 1 ¼  ð8Þ model performs better than the model without informational
1 þ ∑ j∈f1;2;3g exp V 2ijt =λ
touch predictors and the model with frequency count instead of
dwell time (Table 2). These comparison statistics demonstrate
S.W. Shi, K. Kalyanam / Journal of Interactive Marketing 44 (2018) 43–59 49

Table 2 Level 2: Touch Gesture and New Page Decisions Results


Model comparison.
Log likelihood AIC BIC Next, we look at the factors driving the choices among
Main model − 224,783.50 449,771.00 450,057.99 product-view, zoom-page, open-webpage, and going to a new
Model with frequency of touch − 225,019.20 450,242.40 450,529.39 page (baseline) at the second level, conditional on continued
instead of dwell times visit on the app (results are presented in the second half of
Model without touch gestures − 230,059.90 460,193.80 460,297.90
Table 3).

the power of touch-stream data, especially the dwell time of Within-session Experience
informational touch features, in explaining consumer app First, the baseline (intercept) of choosing which of the three
browsing behaviors. Next, we describe the results from the touch gestures to use varies, with the use of zoom-page being the
main model (Table 3). most likely (1.432), followed by product-view (0.804), and open-
webpage (− 0.369) (move to a new page as baseline 0). This result
Level 1: App Stay Vs. Exit Decision Results is in line with our prediction. Such differences may be attributed to
the fact that open-webpage creates a non-native browsing
Within-session Experience experience, which incurs additional cognitive or time costs and
Our model results reveal strong explanatory power of the interrupts the browsing experience. Another possible explanation
three informational touch gestures on app stay or exit decisions is that these touch features represent different stages in a purchase
over and above cumulative session time, which supports our (conversion) funnel. The use of open-webpage, which represents
conjecture. A larger number of unique informational touch the lower end of the funnel or strongest intention to purchase, is
gestures up to time t − 1 (− 0.326) leads to a greater likelihood less frequent than zoom-page, which represents the higher end of
of exiting the app, suggesting that if a consumer uses all three the funnel, or initial interest. Our survey may shed some light on
touch features, he or she would be more likely to exit. these two alternative explanations. The participants in our survey
However, a navigational touch, which does not gather indicated that zoom-page was the easiest to use and open-
additional information, is not predictive. webpage was the most difficult. Thus, we believe that the native
The effects of informational touch gestures on app engage- vs. non-native experience may have played a significant role.
ment diverge. Longer cumulative dwell time of product-view up Second, the drivers of the use of these touch features vary.
to time t − 1 (− 0.606) will lead to a greater likelihood of exiting Greater time spent in a session will lead to the increased
the app; whereas a longer dwell time of zoom-page has the likelihood of using zoom-page (0.744), while the effect is much
opposite effect (0.437). This pattern confirms our prediction. The smaller for product-view (0.392) and become negative for
timing of the first-time use of a touch feature during a session open-webpage (− 0.304). The cumulative navigational swipes
matters too. If a consumer starts to use zoom-page earlier in a only predict zoom-page (0.462). The cumulative number of
session, i.e., during the 1st or 2nd quarters, he or she is more unique informational touch gestures only increase the usage
likely to stay with the app (0.371 for the 1st quarter and 0.115 for rate of product-view (0.423) and open-webpage (− 0.111).
the 2nd quarter); however, adopting this touch feature late will Third, as predicted, these touch gestures exhibit strong
not exert significant impact on app engagement. Conversely, synergy and antergy. A longer cumulative dwell time of
adopting product-view during the 1st quarter encourages product-view significantly reduces the likelihood of using
consumers to exit the app early (− 0.159). zoom-page (− 0.220). The dwell time of open-webpage exerts
an even stronger negative effect on zoom-page (− 0.388). The
Across-session Experience probability of using product-view rises when the cumulative
Across-session experience affects the app stay or exit decision time spent in open-webpage increased (0.802). If a consumer
in a different fashion than within-session experience. When dwells longer in page-view (0.814) prior to time t, the
consumers accumulate greater experience with the target app likelihood of using open-webpage at time t increases; however,
(cumulative time), their likelihood of staying with the app in the the cumulative dwell time of zoom-page (− 0.329) has an
current session will be higher (0.217). Cumulative informational opposite effect on the use of open-webpage.
touch gestures in prior sessions, instead of navigational ones, The timing of the first-use of one touch feature influence the
also positively influence the stay likelihood (0.192). use of the others as well. An early use of open-webpage will
reduce the usage rate of zoom-page (1st quarter OW: − 0.160).
Control Variables If a consumer start to use zoom-page and product-view during
As for the control variables, a minor app upgrade performed the 1st quarter of a session, he or she is more likely to use
since the last visit will increase the stay likelihood (0.285); yet a product-view in that session (0.162 and 0.108, respectively);
major upgrade has the opposite effect (− 0.135), suggesting that however, the usage rate of product-view will be undermined if
the consumer experience has been disrupted materially. It is zoom-page is adopted later in a session (3rd quarter, − 0.095).
likely that after a major upgrade, consumers are merely As for open-webpage, its use likelihood will improve if
checking out the new features rather than performing a regular product-view is adopted in the 1st and 2nd quarters (0.160
browsing session. The weekend and holiday indicators are and 0.116, respectively); early adoption of open-webpage (1st
found to be less predictive of app stay or exit decisions. quarter 0.072) also exerts a positive impact.
50 S.W. Shi, K. Kalyanam / Journal of Interactive Marketing 44 (2018) 43–59

Table 3
Main model results.
Level 1: Stay–exit decision Variables Mean Posterior 2.50% Posterior 97.50%
Intercept 0.382 0.330 0.435
Within-session experience CumuTimeSession (log) − 0.309 − 0.368 − 0.250
CumuSwipeSession (log) − 0.033 − 0.106 0.041
CumuTypeTouchSession − 0.326 − 0.530 − 0.123
CumuZPTimeSession (log) 0.437 0.305 0.570
CumuPVTimeSession (log) − 0.606 − 0.679 − 0.533
CumuOWTimeSession (log) − 0.079 − 0.347 0.188
1stQuarterObserveFirstZC 0.371 0.316 0.427
2ndQuarterObserveFirstZC 0.115 0.099 0.132
3rdQuarterObserveFirstZC − 0.016 − 0.091 0.059
1stQuarterObserveFirstPV − 0.159 − 0.231 − 0.088
2ndQuarterObserveFirstPV − 0.106 − 0.285 0.073
3rdQuarterObserveFirstPV 0.060 − 0.078 0.198
1stQuarterObserveFirstOW 0.091 − 0.039 0.221
2ndQuarterObserveFirstOW − 0.034 − 0.107 0.039
3rdQuarterObserveFirstOW − 0.009 − 0.042 0.024
Across-session experience CumuTimeApp (log) 0.217 0.142 0.292
CumuSwipeApp (log) − 0.038 − 0.109 0.032
CumuTouchApp (log) 0.192 0.176 0.208
Control variables Minor Upgrade 0.285 0.255 0.316
Major Upgrade − 0.135 − 0.187 −0.084
Weekend 0.284 − 0.032 0.601
Peak (holiday) 0.061 0.047 0.075
Inclusive value Parameter for IV 0.630 0.480 0.779

Level 2: Variables Zoom-page Product-view Open-webpage


Touch
Mean Posterior Posterior Mean Posterior Posterior Mean Posterior Posterior
choice
2.50% 97.50% 2.50% 97.50% 2.50% 97.50%
Intercept 1.143 0.972 1.313 0.804 0.732 0.877 − 0.369 − 0.474 − 0.264
Within- experience
session CumuTimeSession (log) 0.744 0.713 0.776 0.392 0.355 0.429 − 0.304 − 0.337 − 0.271
CumuSwipeSession (log) 0.462 0.259 0.665 0.025 − 0.132 0.183 0.073 − 0.183 0.328
CumuTypeTouchSession − 0.052 − 0.127 0.022 0.423 0.355 0.491 − 0.111 − 0.167 − 0.055
CumuZPTimeSession (log) 0.372 0.184 0.560 − 0.082 − 0.347 0.184 − 0.329 − 0.376 − 0.283
CumuPVTimeSession (log) −0.220 − 0.294 − 0.147 0.173 − 0.072 0.418 0.814 0.610 1.017
CumuOWTimeSession −0.388 − 0.472 − 0.305 0.802 0.392 1.212 0.157 − 0.391 0.705
(log)
1stQuarterObserveFirstZC − 0.308 − 0.648 0.032 0.162 0.147 0.177 − 0.055 − 0.130 0.019
2ndQuarterObserveFirstZC − 0.146 − 0.400 0.107 0.044 − 0.049 0.137 − 0.031 − 0.063 0.001
3rdQuarterObserveFirstZC − 0.200 − 0.667 0.266 −0.095 − 0.150 − 0.039 0.008 − 0.070 0.086
1stQuarterObserveFirstPV 0.207 − 0.520 0.933 0.108 0.070 0.147 0.160 0.038 0.281
2ndQuarterObserveFirstPV 0.036 − 0.076 0.148 0.048 − 0.021 0.118 0.116 0.065 0.167
3rdQuarterObserveFirstPV − 0.188 − 0.399 0.023 − 0.064 − 0.168 0.040 − 0.184 − 0.583 0.215
1stQuarterObserveFirstOW −0.160 − 0.232 − 0.088 0.152 − 0.051 0.355 0.072 0.055 0.090
2ndQuarterObserveFirstOW 0.085 − 0.088 0.259 − 0.037 − 0.171 0.096 − 0.083 − 0.216 0.049
3rdQuarterObserveFirstOW 0.121 − 0.025 0.266 0.074 − 0.031 0.179 0.063 − 0.128 0.254
Across- experience
session CumuTimeApp (log) − 0.209 − 0.223 − 0.196 0.129 0.124 0.134 0.123 0.048 0.199
CumuSwipeApp (log) − 0.088 − 0.228 0.052 − 0.012 − 0.088 0.065 0.027 − 0.059 0.112
CumuTouchApp (log) 0.053 − 0.017 0.122 0.417 0.190 0.644 0.176 0.167 0.184
Page-level experience
ZPDwellTimePage (log) 0.183 0.172 0.193 − 0.266 − 1.165 0.633 0.033 − 0.094 0.160
PVDwellTimePage (log) −0.045 − 0.055 − 0.036 −0.228 − 0.349 − 0.107 − 0.040 − 0.219 0.139
OWDwellTimePage (log) − 0.009 − 0.176 0.158 −0.075 − 0.090 − 0.060 − 0.186 − 0.507 0.134
Control Minor upgrade − 0.059 − 0.178 0.061 0.306 − 0.121 0.733 0.124 0.055 0.193
variables Major upgrade 0.081 0.049 0.113 − 0.042 − 0.128 0.044 0.053 − 0.048 0.154
Weekend − 0.062 − 0.139 0.016 0.110 0.085 0.134 0.075 − 0.049 0.199
Peak 0.021 − 0.053 0.095 − 0.158 − 0.289 − 0.027 0.063 − 0.118 0.244
Note: The bold font indicates that the 95% credible interval does not cover zero.
S.W. Shi, K. Kalyanam / Journal of Interactive Marketing 44 (2018) 43–59 51

Across-session Experience the timing of the intervention and (b) the potential for
As for the experience level measured across sessions, we find individual-level targeting;
that the cumulative time spent in the app lifts the baseline of • The use of certain informational touch features discour-
product-view (0.129) and open-webpage use (0.123), yet ages app stay and, thus, should be inserted with caution.
decreases the baseline of zoom-page use (− 0.209); the use 2. Regarding the patterns of touch feature use:
frequency of informational touch gestures in the app increases the • We observe strong synergy and antergy among the
baseline for product-view (0.417) and open-webpage (0.176). informational touch gestures. This suggests that managers
can (a) infer stage of the shopping process based on touch
Page-level Dynamics gestures (segmentation) and (b) guide consumers through
We find that the use of zoom-page is more likely if a the purchase funnel by promoting the use of certain touch
consumer has dwelled longer with zoom-page on the same page features;
(0.183). This is consistent with the results of within-session • The open-webpage feature, which creates a non-native
experience, in which longer cumulative dwell time of zoom-page experience, has the lowest baseline usage rate. Given the
increases the likelihood of using that touch gesture in the future importance of this feature in transactions, marketers can
(0.372). One potential explanation is that zoom-page is subject to (a) promote its use based on the synergy among touch
repetitive use to allow the consumer to see multiple aspects of features and (b) smooth the non-native experience through
the same product. On the other hand, the time spent in page-view app design.
on the same page has a negative effect on the likelihood of
zoom-page use (− 0.045). Longer dwell time on page-view and Next, we discuss each of these implications in more detail.
open-webpage on the same page also reduces the use likelihood
of product-view (− 0.228 and − 0.075, respectively). The Impact of Touch Gestures on App Stay Likelihood

Control Variables The Explanatory Power of Touch Gestures


We find that the performance of a major upgrade since the It is plausible that the strong explanatory power of dwell
consumer's last visit significantly increases the likelihood of using time of informational touch gestures for app stay likelihood is
zoom-page (0.081). A minor upgrade encourages the use of open- related to the limited real estate on mobile platforms. Because
webpage (0.124). It is possible that whenever the app introduces abbreviated information is presented on the default page in
“major features,” consumers hesitate to make purchases (through apps, informational touch gestures are applied to retrieve
open-webpage) and instead waited for that version of the app to detailed, inner-layer information that is not presented by
stabilize. A minor upgrade or bug fix gives consumers more default. The active use of informational touch requires extra
confidence for purchasing on the platform and thus open-webpage cognitive and physical effort (e.g., Heo and Lee 2011; Kolb,
becomes more likely. The baseline of product-view use will be Rudner, and Reichert 2012; Wilson and Kinlan 2013) and, thus,
higher when the session happens on a weekend (0.110). might be associated with stronger purchase intent compared
with navigational touch. Therefore, it is beneficial for marketers
Managerial Implications to collect individual-level data as opposed to aggregate data on
the use of these informational touch gestures, especially dwell
Touch, as an inseparable design feature in mobile apps, time, when assessing consumer browsing decisions.
presents new challenges and opportunities. This paper empir-
ically examines touch behavior with real-life mobile shopping Intervention with Zoom-page: Timing
data. In this section, we discuss the managerial implications of As consumer browsing time accumulates, their likelihood of
our findings. We start with a summary of these implications. staying with the app diminishes. The use of zoom-page,
especially when it is used early in a session, attenuates this
effect. This empirical finding underscores the importance of
1. Regarding the impact of touch gestures on the app stay
engaging consumers early when designing catalogs: inserting
likelihood:
an eye-catching product early in a catalog to entice zooming-in
• Our results demonstrate the strong explanatory power of can improve stay likelihood. We illustrate this practical benefit
informational touch gestures, especially their dwell time, of early engagement with zoom-page through a simulation.
in consumer browsing decisions; whereas the use of Using the estimated parameters for all consumers, we first
navigational touch gestures does not exert significant calculate the stay probabilities at each time point when zoom-
impact on app stay likelihood. Thus, it is crucial for page is not used (baseline). Then, we simulate the new stay
marketers to closely monitor informational touch gestures probabilities in which app developers intervene, for example,
when assessing consumer browsing decisions. with an eye-catching product that prompt consumers to use
• A longer dwell time and early use of zoom-page within a zoom-page during the 1st, 2nd, 3rd, and 4th quarters of a
session improve app stay likelihood. This effect exhibits browsing session. Lastly, we calculate incremental stay
considerable heterogeneity across consumers. These probabilities by subtracting the baseline stay probabilities
results have implications for potential interventions from the new stay probabilities for each consumer under each
regarding the use of zoom-page, especially in terms (a) intervention. Fig. 2.1 illustrates the average incremental stay
52 S.W. Shi, K. Kalyanam / Journal of Interactive Marketing 44 (2018) 43–59

probabilities when marketers intervene in each of the four responses to the intervention with zoom-page at the 1st quarter
quarters. Prompting the use of zoom-page increases the app for ID1 and ID2 are substantially different: the average
stay probabilities materially compared to the situation when incremental stay probability for ID1 is 0.186 whereas that for
zoom-page is not used. Furthermore, the earlier the marketer ID2 is 0.064. Markers can apply our framework to quantify the
encourages the zoom-page gesture, the higher the average impact of such interventions on consumer browsing decisions
incremental stay probabilities (e.g., intervening at 1st quarter at the individual level.
results in an average increase of 0.089 for stay probabilities Note that the targeted intervention is of greater importance
over time, while the number reduces to 0.001 when intervening for certain interventions, as revealed by the dispersion of the
in the 4th quarter); and this incremental effect does not wear off incremental stay probabilities across the population. In Fig. 2.3,
for a long period of time. we plot the kernel densities of the incremental stay probabilities
across all consumers with the zoom-page intervention in
Intervention with Zoom-page: Individual-level Targeting different quarters. An intervention in the 4th quarter creates
It is worth noting that the effects of the intervention vary the highest level of concentration in the distribution of
substantially across consumers, as shown by the large standard incremental stay probabilities, whereas an intervention in the
deviation relative to the mean value of the incremental stay 1st quarter is effective for a wider range of consumers
probabilities (the Table under Fig. 2.1). Fig. 2.2 illustrates the (corresponding to the Gini indices in Table under Fig. 2.1).
incremental stay probabilities for two sample consumers using Percentage-wise, the top 10% of consumers make up 27.54% of
individual-level parameters. As the figure shows, their the improvement (in stay probabilities) for an intervention in

Average Incremental Stay Probabilities When Promoting Zoom-Page


The average incremental stay probabilities when zoom-page (ZP) is prompt to be adopted in Q1
(1st quarter, black line), Q2 (2nd quarter, gray dotted line), Q3 (3rd quarter, gray line), and Q4 (4th
quarter, black dash line), compared to the stay probabilities when zoom-page is not adopted. To
simplify, we set the time point for Q1, Q2, Q3, and Q4 intervention to be 3, 8, 13, and 18.

0.28

0.24
Incremental Stay Probabilities

0.2

0.16

0.12

0.08

0.04

0
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Time

Intervene at Q1 Intervene at Q2
Intervene at Q3 Intervene at Q4

Simulation is based on the following parameters of the population estimates (level 1 model): baseline;
CumuTimeSession; CumuTypeTouchSession; 1stQuarterObserveFirstZC; 2ndQuarterObserveFirstZC;
3rdQuarterObserveFirstZC; CumuZPTimeSession. To simplify, we set time to be from 1 to 20 and use
9.64 seconds as average dwell time of ZP.

Summary Statistics of Incremental Stay Probabilities across Time Points


Incremental Incremental Incremental Incremental
Prob. when Prob. when Prob. when Prob. when
Intervene at Q1 Intervene at Q2 Intervene at Q3 Intervene at Q4
Mean* 0.089 0.023 0.004 0.001
SD 0.026 0.011 0.003 0.001
Gini Index for
Incremental 0.167 0.265 0.357 0.402
Prob.
Note: * the mean, SD, and Gini index are calculated based on the population estimates.

Fig. 2. Illustration of the application of model results. 2.1. Average incremental stay probabilities when promoting zoom-page. 2.2. Heterogeneity of incremental stay
probabilities when promoting zoom-page in the first quarter. 2.3. Dispersion of incremental stay probabilities across the population when intervene with zoom-page
(kernel density). 2.4. Intervention to encourage the use of product-view. 2.5. Illustration of complimentary touch feature.
S.W. Shi, K. Kalyanam / Journal of Interactive Marketing 44 (2018) 43–59 53

Heterogeneity of Incremental Stay Probabilities When Promoting Zoom-Page


in the First Quarter
To simplify, we set the time point for Q1 intervention (1st quarter) to be 3.
0.35

0.3

Incremental Stay Probabilities 0.25

0.2

0.15

0.1

0.05

0
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Time

ID1_intervene with ZP at Q1 ID2_intervene with ZP at Q1

Simulation based on the following parameters:


ID1 ID2
Intercept 0.396 Intercept 0.378
CumuTimeSession -0.255 CumuTimeSession -0.33
CumuTypeTouchSession -0.292 CumuTypeTouchSession -0.341
1stQuarterObserveFirstZC 0.422 1stQuarterObserveFirstZC 0.329
CumuZPTimeSession 0.55 CumuZPTimeSession 0.338
1stQuarterObserveFirstPV -0.101 1stQuarterObserveFirstPV -0.219
CumuPVTimeSession -0.553 CumuPVTimeSession -0.647

Dispersion of Incremental Stay Probabilities across the Population When


Intervene with Zoom-page (Kernel Density)
54 S.W. Shi, K. Kalyanam / Journal of Interactive Marketing 44 (2018) 43–59

Intervention to Encourage the Use of Product-View


The probabilities of adopting product-view: baseline (no intervention, black line); when zoom-page
(ZP) is prompt to be adopted in Q1 (1st quarter, gray line); and when product-view (PV) is prompt
to be adopted in Q1 (1st quarter, black dash line). To simplify, we set the time point for Q1
intervention (1st quarter) to be 3.

0.23

0.21

0.19
Probabilty of Product View

0.17

0.15

0.13

0.11

0.09
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Time

Baseline PV Intro ZP in Q1 Intro PV in Q1

Simulation is based on the following parameters for three features in level 2 model: ZP: baseline,
CumuTimeSession; 1stQuarterObserveFirstOW; PV: baseline, CumuTimeSession;
1stQuarterObserveFirstZC; 1stQuarterObserveFirstPV; OW: baseline, CumuTimeSession;
1stQuarterObserveFirstPV, and 1stQuarterObserveFirstOW.

Baseline Intro ZP in Q1 Intro PV in Q1


Avg. Prob. of Adopting PV 0.132 0.148 0.143
Perc. Increase from Baseline 12.63% 8.23%

Illustration of Complimentary Touch Feature


Open-Webpage Conditional on Product-View (Black line)
Open-Webpage Baseline (No Product-View Usage, Gray Line)

1
Probilities of Open-webpage

0.8

0.6

0.4

0.2

0
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Frequency of Usage of Product_View

open-webpage|product-view open-webpage baseline

Simulation is based on the following parameters in level 2 model: OW baseline; OW-


CumuPVtime; ZP baseline; ZP-CumuPVtime; PV baseline.
S.W. Shi, K. Kalyanam / Journal of Interactive Marketing 44 (2018) 43–59 55

the 4th quarter, whereas the top 10% of consumers only make accumulate knowledge about products; therefore, they are
up 15.51% of the improvement for an intervention in the 1st conducting information retrieval through informational touch
quarter. Therefore, when resources are limited, it is of greater gestures. Open-webpage, on the other hand, represents a direct-
importance to release a targeted intervention when such an buy process (Moe 2003) whereby consumers are making
intervention happens later in a browsing session, compared immediate purchases rather than collecting information through
with that happens earlier in a browsing session. informational touch gestures.
By closely monitoring informational touch gestures, managers
Touch Features to be Inserted with Caution can identify different consumer segments on a mobile shopping
At first glance, it would seem that providing various kinds of platform. A consumer who uses zoom-page more frequently than
touch features might create rich tactile feedback for consumers product-view or open-webpage may be in an earlier stage of the
and elicit more interest in apps. However, app developers purchase process; such a consumer may be more receptive to
should balance such benefits with potential downsides to recommendations or ads that help with knowledge-building;
consumer engagement levels, in addition to the extra effort of whereas a consumer who uses open-webpage more frequently is
recoding apps, reconfiguring webpages, and testing before likely to be at a later stage of the purchase process and may be
introducing touch features. Our results show that use of more responsive to coupons to finalize their transactions.
informational touch gestures has a negative impact on stay Furthermore, longer cumulative time spent in the app across
probability: the longer dwell time on product-view and more sessions positively affects the use of product-view and open-
(unique) informational touch gestures used in a session webpage but has a negative impact on the use of zoom-page.
(CumuTypeTouchSession) lower the probability of staying. It This implies that consumers increasingly rely on the app as a
is possible that this finding is related to the physical effort shopping platform for detailed, additional information retrieval
involved in browsing from an ergonomic perspective (e.g., Heo and transactions (with product-view and open-webpage), rather
and Lee 2011; Kolb, Rudner, and Reichert 2012). It is also than only use the app as a hedonic browsing platform (with
possible that consumers quickly deplete their cognitive zoom-page), as they accrue experience across sessions with the
resources after scanning multiple product pages (zoom-page), app. The cumulative time spent in the app might be a useful
performing a large number of detailed product examinations proxy for targeting hedonic browsers versus those with stronger
(product-view), or encountering significant friction in the purchase intent.
transitions between multiple windows or loading embedded
links (open-webpage). Information saturation could have also Purchase Funnel and Intervention with Touch Features
played a role: as consumers retrieve enough detail about the Our estimates show that the timing of the first-time use of
product, they may not need to continue browsing. With the touch features during a session alters the likelihood of use of
current dataset, we are not able to test between explanations these features later in that session. Specifically, using zoom-page
and, thus, leave it to future research. Nevertheless, app and product-view earlier result in a greater likelihood of using
developers can use our results to understand which touch product-view in that session, with the first-time use of zoom-
features extend app stay likelihood and to prioritize touch page exerting a larger impact. Getting consumers to consider
feature design accordingly. product information in detail (with product-view) is a crucial
objective in marketing because it signals a later stage of the
The Patterns of Touch Feature Use purchase funnel. Our results suggest a way for managers to
enable this. In Fig. 2.4, we illustrate this managerial implication
Segmentation Based on Touch Gestures through a simulation in which app developers prompt consumers
We find a strong synergy between the use of open-webpage to use zoom-page or product-view during the 1st quarter of their
and product-view, and a negative impact of cumulative dwell browsing sessions. We find that the most effective way to drive
time of these two gestures on the use of zoom-page, at both the consumers to use a touch feature that explores inner-layer
session and page level. These patterns are consistent with product details (with product-view), is to prompt them to use
different search goals and purchase intents underlying these zoom-page early during a session (on average, it increases the
touch features. The use of product-view and open-webpage usage rate of product-view by 12.63%); introducing product-
suggests that consumers are purposefully expending extra effort view during the 1st quarter is also beneficial, yet the effect is
to perform directed, focused searches on inner-layer product slightly smaller (on average, it increases the usage rate of
information that is not presented by default. This reflects an product-view by 8.22%). Therefore, app developers can
increased level of app engagement and perhaps a later stage of encourage consumers to move into a later purchase stage and
the purchase process. However, the use of zoom-page merely make more frequent use of product-view by engaging them early
enlarges the images and is consistent with initial interest and with exploratory touch features such as zoom-page. Introducing
perhaps an earlier stage of the purchase process (exploration). a catchy or visually engaging product earlier in the catalog might
We note that there is a difference between product-view and be helpful in eliciting the use of zoom-page early in a session.
open-webpage, as the cumulative use of unique informational
touch in a session encourages the use of product-view yet Transactions and the Use of Open-webpage
discourages the use of open-webpage. Product-view represents Open-webpage is a desirable feature for shopping apps
a knowledge-building process (Moe 2003) whereby consumers because it enables consumers to proceed further in the
56 S.W. Shi, K. Kalyanam / Journal of Interactive Marketing 44 (2018) 43–59

transaction process and contributes to affiliate commissions for than for PCs (DoubleClick 2016). The mental and physical
app developers. Our results suggest an opportunity for costs of open-webpage are likely to be the highest. Indeed, the
marketers to promote the use of open-webpage based on the participants in our survey indicated that this feature was the
synergy among touch gestures. We observe strong feature most difficult to use. It is advisable for app developers to seek
dependence between open-webpage and product-view, suggest- ways to ease the non-native experience. Facebook's instant
ing that perhaps a similar underlying variable of purchase intent article program took a first step in this direction by allowing
drives these two variables. Indeed, when we compare the media companies to publish their content directly on Facebook
conditional use probability of open-webpage, given that user feeds rather than linking back to media on the companies'
product-view is used versus not used (Fig. 2.5), the use of websites. This shortens the loading time greatly (10 times faster
open-webpage became much more likely when a consumer than an embedded link) and improves the consumers' non-
starts to use product-view, compared to when the consumer native experiences.33
does not use product-view at all.
However, among all three touch features, open-webpage has Limitations and Future Research
the lowest likelihood of being used. We suspect that this is
related to its non-native implementation. This touch feature Our study contains some limitations. We performed an
either connects to an embedded webpage link within the app or exploratory empirical study of touch features based on
directs consumers out of the current app to another window. observational data; other researchers might expand on this
However, most mobile platforms do not currently support data using field experiments to test the location, intensity, and
switching seamlessly among multiple windows or loading variety of touch feature designs. With the development of
embedded pages (e.g., Lawrence, Pernici, and Krogstie 2004), technology, new tactile feedback is sure to be introduced to
which means that consumers must either exit the current task mobile devices, from simple clicks to complex vibrotactile
completely to perform another task, or experience a significant patterns. Thus, broadening the scope of touch features on
delay in page loading within the current app. It is well known mobile devices is a promising avenue for future research. We
that page load delays are detrimental to user experience (e.g., believe that examining touch features on mobile platforms and
Galletta et al. 2004). This is even more acute for mobile devices their impact on consumer browsing behaviors in this emerging

e-commerce channel is of great importance to both marketing researchers and mobile commerce practitioners, and we hope that our
research elicits more interest in this area.

Appendix 1. Illustration of Three Touch Features

a. Touch to zoom-in on a (catalog) page (illustration with the app “the Coffee Table”)

3
All Washington Post Stories to Go to Facebook, by Lukas I. Alpert, Wall Street Journal, Sept. 22, 2015, http://www.wsj.com/articles/all-washington-post-stories-
to-go-to-facebook-1442961105, retrieved on Sept. 15, 2015 from https://instantarticles.fb.com/.
S.W. Shi, K. Kalyanam / Journal of Interactive Marketing 44 (2018) 43–59 57

b. Touch to view product (Illustration with the app, “Shop Spree”/WiiU game touch point)

c. Touch to open product website within the App (illustration with the app, “Polyvore”, “Buy AT UGGAUSTRIA.COM” touch
point)
58 S.W. Shi, K. Kalyanam / Journal of Interactive Marketing 44 (2018) 43–59

Fig. A2.1). Out of the 43 participants, 33 report using the


zoom-page touch feature more often over time, while the
corresponding number for product-view and open-webpage is
28 and 20, suggesting a positive relationship between perceived
ease of use and usage frequency. For those consumers who use
zoom-page more often over time, they indicate that the
familiarity with this touch feature is a stronger driving force
compared with discovering new functionality (p b 0.000) of
this touch feature. This also holds for product-view (Fig. A2.2).

Fig. A2.1. Responses to “Through multiple usage of the app, I have discovered
the new functions of this touch gesture” versus “I have become more familiar
with this touch gesture.”
7

1
Zoom_Page Product_View Open_Webpage
Discover new function Become more familiar

Appendix 2. Survey to Understand Touch Usage


Fig. A2.2. Responses to “I started to use the touch gesture more often over time
(if so) because have discovered the new functions of this touch gesture” versus
The main intention was to validate the basic usage pattern of “I have become more familiar with this touch gesture.”
three touch features and to discover whether the usage is driven by 7
the increased experience or by learning a new functionality. There
were three parts of questions for each touch feature. The first part 6

asked participants to rate the difficulty level of using a certain 5


touch feature. The second part asked participants whether,
4
through multiple uses of the app, they discovered new functions
of the target touch feature, or became more familiar with that 3
feature. The third part asked participants if they started to use 2
certain touch feature more often over time, and if so, was it
1
because they discovered new functions of this touch feature or
Zoom_Page Product_View Open_Webpage
became more familiar with the touch feature. Lastly, we asked
participants to rank the ease of use of the three touch features (with Discover new function Become more familiar
1 being the easiest, and 3, the hardiest). We recruited 46 students
from a university on West Coast of the United States for this
survey. Participants had never used the target app before and were
asked to download the target app and play with it over two weeks
before completing the survey. We ended up with 43 usable References
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